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Mobile A D

Unit I of the 'Mobile Application Development' syllabus covers the fundamentals of mobile technologies and Android. It includes an overview of mobile apps, the differences between web and mobile apps, stages of mobile application development, and a brief history of mobile technologies. Additionally, it introduces Android's architecture, key features, application components, and the development environment, including tools like Android Studio and the Android SDK.

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0% found this document useful (0 votes)
10 views27 pages

Mobile A D

Unit I of the 'Mobile Application Development' syllabus covers the fundamentals of mobile technologies and Android. It includes an overview of mobile apps, the differences between web and mobile apps, stages of mobile application development, and a brief history of mobile technologies. Additionally, it introduces Android's architecture, key features, application components, and the development environment, including tools like Android Studio and the Android SDK.

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krish46bk
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Here are the notes for Unit I of your "Mobile Application Development" syllabus, designed to be

detailed and easy to understand for your exam preparation.

Unit I: Introduction to Mobile Technologies and


Android Fundamentals
Chapter 1: Introduction to Mobile Technologies and Key Services
1.1 Introduction to Mobile Application Development

●​ Revolution of Mobile Apps: Mobile application development has transformed how we


interact with technology and each other, providing instant access to information,
communication, entertainment, and services through smartphones and tablets.
●​ What is a Mobile App? A mobile application, commonly known as a mobile app, is a
software application specifically designed to run on mobile devices like smartphones and
tablets. These apps are typically downloaded and installed from app stores such as Apple
App Store (for iOS) and Google Play Store (for Android).
○​ Example: Instagram is a popular mobile app for sharing photos and videos.
●​ What is Mobile Application Development? It is the process of creating software
applications that run on mobile devices like smartphones and tablets.
●​ Andy Rubin: He is considered the "father of Android" as he co-founded Android Inc. in
2003, which Google later acquired in 2005. He played a key role in developing the
Android operating system.
●​ Mobile Technologies: These encompass a broad range of hardware, software, and
communication protocols enabling app development and deployment on mobile devices.
This includes operating systems (iOS, Android), development frameworks (React Native,
Flutter), and communication standards (4G, 5G).
●​ Developer Requirements: Expertise in mobile technologies, programming languages,
design principles, and understanding of the mobile ecosystem are essential for
developers.

What is a Web App?

●​ A web app, or web application, is a software program that runs on a web server and is
accessed through a web browser over the internet.
○​ Examples: Gmail, Facebook, Amazon, Google Docs.

Web Apps Vs Mobile Apps

This table highlights the key differences:


Aspect Web Apps Mobile Apps
Platform Accessed through web Developed for specific mobile
browsers OS (Android, iOS)
Technologies HTML, CSS, JavaScript Native languages (Java, Kotlin,
Swift, Objective-C)
Installation No installation required, Must be downloaded and
Aspect Web Apps Mobile Apps
accessed via URL installed from app stores
Accessibility Platform-independent, Platform-specific, limited to
accessible on any device with a compatible devices
browser
Performance May have limitations in Can fully leverage device
accessing device features, capabilities, generally faster
potentially slower
User Experience Consistent across different Optimized for specific devices,
devices, limited to browser provides a richer user
capabilities experience
Device Features Limited access to Full access to device-specific
device-specific features features (camera, GPS, etc.)
Offline Availability Limited, relies on browser Can work offline using local
caching storage and native capabilities
Updates Immediate and handled Require user action to
server-side download and install
Distribution Easily accessible via URL, no Distributed through app stores
app store restrictions (Google Play, App Store),
subject to approval
Development Cost Generally lower due to single Higher due to the need for
codebase platform-specific versions
Security More vulnerable to security More secure due to
issues via the browser platform-specific security
measures
Integration with System Limited integration with device's Deep integration with the
operating system and other device's OS and other apps
apps
Stages of Mobile Application Development

The process of creating a mobile app involves several key stages:


1.​ Planning: Define the app's purpose, target audience, and goals. Conduct market
research and create a project plan.
2.​ Design: Create UI/UX design for an intuitive user experience, using wireframes and
prototypes for feedback.
3.​ Development: Write code using languages like Java, Swift, or Kotlin, and tools such as
Android Studio or Xcode for frontend and backend development.
4.​ Testing: Conduct rigorous testing for bugs, functionality, performance, and compatibility
on various devices.
5.​ Deployment: Publish the app to app stores (Apple App Store or Google Play Store)
following platform guidelines.
6.​ Maintenance and Updates: Monitor app performance, gather user feedback, and
release updates for improvements and new features.

1.2 Brief History of Mobile Technologies

The evolution of mobile technologies has been marked by significant milestones:


●​ Early Beginnings (Early 20th Century - 1940s):
○​ Began with the invention of radio communication.
○​ First real step: development of mobile radio telephones in the 1940s, primarily used
in vehicles with limited coverage.
●​ First Generation (1G) - 1980s:
○​ Marked the true beginning of mobile telephony.
○​ 1G networks were analog, allowing voice communication.
○​ Motorola DynaTAC 8000X (1983): The first commercially available mobile phone,
despite its large size and limited battery life.
●​ Second Generation (2G) - 1990s:
○​ Digital mobile networks, offering significant improvements in voice quality and
capacity.
○​ GSM (Global System for Mobile Communications): Became the worldwide
standard for mobile communication.
○​ SMS (Short Message Service): Enabled text messaging between mobile devices.
●​ Third Generation (3G) - Early 2000s:
○​ Enabled faster data transmission and improved internet access on mobile devices.
○​ Supported multimedia messaging, video calls, and mobile internet Browse.
○​ Technologies like UMTS (Universal Mobile Telecommunications System) and
CDMA2000 expanded mobile capabilities beyond voice calls.
●​ Fourth Generation (4G) and the Rise of Smartphones - Late 2000s:
○​ Revolutionized mobile technology with high-speed internet access.
○​ Enabled seamless streaming of HD video, faster downloads, and enhanced mobile
gaming.
○​ LTE (Long-Term Evolution): Dominant 4G standard offering significantly faster
data speeds and lower latency.
○​ Smartphones: Integrated powerful processors, high-resolution displays, and a
wide array of sensors, transforming devices into versatile tools.
●​ Fifth Generation (5G) and Beyond:
○​ Latest advancement, promising ultra-fast speeds, low latency, and massive
connectivity.
○​ Supports emerging technologies like IoT (Internet of Things).

1.3 Different Mobile Technologies

Mobile technologies encompass various components crucial for app development:


1.​ Cellular Networks: Provide wireless connectivity (GSM, CDMA, LTE, 5G).
2.​ Mobile Operating Systems (OS): Platforms like Android and iOS.
3.​ Mobile Development Frameworks: Tools for cross-platform development (React Native,
Flutter).
4.​ Mobile Web Technologies: HTML5, CSS3, JavaScript for web apps.
5.​ Connectivity and Communication: Bluetooth, Wi-Fi, NFC for device interaction.
6.​ Sensors and Hardware Innovations: Accelerometer, GPS, cameras, etc..
7.​ Location-Based Services (LBS): Utilize GPS for navigation, geotagging (e.g., Google
Maps, Uber).
8.​ Cloud Storage: Solutions like Google Drive and iCloud for data storage and syncing.
9.​ Emerging Technologies: AI, Augmented Reality (AR), Virtual Reality (VR).
10.​Artificial Intelligence (AI) in Mobile: Enhances personalization, automation, and user
experience.

1.4 Key Mobile Application Services

These services enhance the functionality and user experience of mobile apps:
1.​ User Authentication: Secure user access (e.g., Google sign-in, Apple ID).
2.​ Push Notifications: Deliver timely alerts and updates (e.g., news apps, messaging
apps).
3.​ In-App Purchases: Enable digital content or feature purchases (e.g., games, premium
subscriptions).
4.​ Payment Gateway Integration: Secure payment processing (e.g., PayPal, Stripe).
5.​ Analytics: Track user behavior and app performance (e.g., Google Analytics for
Firebase).
6.​ Cloud Storage: Store and sync data across devices (e.g., Google Drive, iCloud).
7.​ Location Services: Provide location-based functionalities (e.g., Google Maps, Uber).
8.​ Social Media Integration: Connect with social platforms for sharing (e.g., Instagram,
TikTok).
9.​ Cloud Messaging: Send messages and notifications across devices (e.g., Firebase
Cloud Messaging - FCM).
10.​Data Synchronization: Ensure consistent and up-to-date user data across multiple
devices (e.g., Evernote, Microsoft OneNote).

Chapter 2: Introducing Android


2.1 Introduction to Android

●​ Brief History of Android:


○​ Android Inc. was founded in Palo Alto, California, in October 2003 by Andy Rubin,
Rich Miner, Nick Sears, and Chris White.
○​ Initially, Android Inc. developed an operating system for digital cameras, which later
shifted focus to smartphones to compete with Symbian and Microsoft Windows
Mobile.
○​ Google acquired Android Inc. in August 2005, making Android a subsidiary of
Google.
○​ The Open Handset Alliance (OHA), a consortium of hardware, software, and
telecom companies, was formed in 2007 to develop open standards for mobile
devices.
○​ The first Android smartphone, the HTC Dream (T-Mobile G1), was released in
September 2008.
○​ Android quickly evolved, with updates like Cupcake, Donut, Eclair, Froyo,
Gingerbread, Honeycomb, Ice Cream Sandwich, Jelly Bean, KitKat, Lollipop,
Marshmallow, Nougat, Oreo, Pie, Android 10, 11, 12, 13, 14, and 15, each
introducing new features and improvements.
●​ What is Android?
○​ Android is an open-source, Linux-based operating system designed primarily for
mobile devices like smartphones and tablets.
○​ Developed by Google and the Open Handset Alliance.
○​ Known for its flexibility, customization options, and vast app ecosystem.
●​ Key Features of Android:
1.​ Open Source: Android's open-source nature allows developers and manufacturers
to modify and distribute the OS freely.
2.​ Customizable User Interface: Users can customize home screens, widgets, and
themes (e.g., Nova Launcher).
3.​ Google Services Integration: Tight integration with Google services like Gmail,
Maps, Drive, and Assistant.
4.​ Extensive App Ecosystem: Millions of apps available on the Google Play Store
(e.g., WhatsApp, Instagram, Spotify, Netflix).
5.​ Multi-Device Support: Powers smartwatches (Wear OS), smart TVs (Android TV),
car infotainment systems (Android Auto), and home appliances.
6.​ Google Assistant and Voice Commands: Virtual assistant for tasks, questions,
and smart home control.
7.​ Multi-Tasking and Split-Screen Mode: Allows running and viewing two apps
simultaneously.
8.​ Notifications and Quick Settings: Rich notification system with actionable
notifications and easy access to functions.
9.​ Advanced Connectivity Options: Supports NFC, Bluetooth, Wi-Fi Direct, USB
OTG.
10.​Regular Updates and Security: Google provides regular updates for new features,
performance, and security.
11.​Storage: Uses SQLite, a lightweight relational database for local data storage.
12.​Connectivity: Supports various options like GSM/EDGE, CDMA, LTE, Wi-Fi,
Bluetooth, etc..
13.​Messaging: Supports SMS and MMS for text and multimedia communication.
14.​Media Support: Includes support for various media formats (H.263, MP3, JPEG,
PNG, GIF, etc.).
15.​Hardware Support: Supports various sensors like accelerometer, camera, GPS,
proximity sensor.
16.​Multi-Touch: Supports multi-touch screens for intuitive gestures like pinch-to-zoom.
17.​Tethering: Allows sharing internet connection via USB or Wi-Fi hotspot.
18.​Web Browser: Based on the open-source WebKit engine with Chrome's V8
JavaScript engine.
●​ Architecture of Android:
○​ Android's architecture is a layered stack, built on a Linux kernel, with middleware,
libraries, runtime, and an application framework.
○​ Linux Kernel: Provides core system services like security, memory management,
process management, network stack, and driver model.
○​ Hardware Abstraction Layer (HAL): Standardized interface between Android OS
and device hardware.
○​ Android Runtime (ART): Responsible for executing applications. It includes a
Dalvik-compatible bytecode format (DEX) and handles garbage collection.
○​ Native Libraries: C/C++ libraries providing core functionalities (e.g., OpenGL ES
for 3D graphics, SQLite for databases, WebKit for web Browse).
○​ Java API Framework (Application Framework): Provides high-level services to
applications, including Activity Manager, Package Manager, View System,
Resource Manager, Notification Manager, and Content Providers.
○​ Applications: Top layer, including pre-installed apps (Home, Contacts, Phone,
Browser) and user-installed apps.

2.2 The Android Application Components

These are the essential building blocks of an Android application:


●​ Primary (Core) Components:
1.​ Activities: Represent a single screen with a user interface. They are the entry point
for user interaction.
■​ Example: An email app might have an activity for viewing a list of emails and
another for composing a new email.
2.​ Services: Run long-running operations in the background without a UI. They can
handle network transactions, play music, or perform data processing.
■​ Example: A music player app might use a service to play music even when
the user is in a different app.
3.​ Content Providers: Manage access to a structured set of data. They act as a
standardized interface for sharing data between applications or accessing data from
a local database or file system.
■​ Example: The contacts app uses a content provider to manage contact data,
which other apps can query.
4.​ Broadcast Receivers: Components that listen for and respond to system-wide
broadcast announcements (e.g., battery low, SMS received, device booted).
■​ Example: An app could use a broadcast receiver to be notified when a new
SMS message arrives.
●​ Secondary (Non-Core) Components:
1.​ Views and ViewGroups:
■​ View: The basic building block for user interface components (widgets like
Button, TextView, EditText).
■​ ViewGroup: An invisible container that organizes and manages the layout of
other Views and ViewGroups (e.g., LinearLayout, RelativeLayout).
2.​ Layouts: XML files that define the structure and appearance of the UI.
3.​ Fragments: A modular section of an Activity's user interface, with its own lifecycle,
input events, and layout. They allow for more flexible UI designs, especially for
larger screens.
4.​ Intents: Messaging objects used to request an action from another app component
(e.g., starting an Activity, Service, or sending a Broadcast).
■​ Explicit Intents: Specify the target component by its fully qualified class
name.
■​ Implicit Intents: Declare a general action and let the Android system find a
suitable component.
5.​ Resources: External files (XML, images, audio) that an app uses, allowing for easy
localization and adaptability to different device configurations.
6.​ Manifest File (AndroidManifest.xml): A crucial file that provides essential
information about the app to the Android system, including its package name,
components, permissions, and hardware features required.

2.3 Exploring the Development Environment

●​ Android SDK (Software Development Kit): A set of development tools used to write
applications for the Android platform. It includes essential components like:
○​ SDK Tools: Command-line tools for development and debugging.
○​ Platform Tools: Tools like adb (Android Debug Bridge) for interacting with devices.
○​ Build Tools: Components for building, compiling, and packaging Android apps.
○​ Android Platforms: Different versions of the Android OS.
●​ Android Studio: The official integrated development environment (IDE) for Android
application development, based on IntelliJ IDEA. It offers features like:
○​ Code editor with intelligent code completion, refactoring, and analysis.
○​ Visual layout editor.
○​ Emulators for running apps on virtual devices.
○​ Debugging tools (CPU Profiler, Memory Profiler, Network Profiler).
○​ APK analyzer.
●​ Android Emulators: Virtual mobile devices that run on your computer, allowing you to
test your Android applications without a physical device.
●​ ADB (Android Debug Bridge): A versatile command-line tool that lets you communicate
with an emulator instance or connected Android device. It facilitates various developer
actions like installing/uninstalling apps, copying files, and debugging.
●​ Gradle: An advanced build toolkit that automates, manages dependencies, and allows
you to define custom build logic for Android projects.
○​ build.gradle (Project): Configures build settings for the entire project.
○​ build.gradle (Module): Configures build settings specific to an app module, including
dependencies and packaging options.

2.4 Obtaining the Required Tools & 2.5 Installing Android Studio

●​ Installation: Android Studio can be downloaded from the official Android developer
website. The installation process typically involves running an installer and following
on-screen instructions. It automatically downloads the necessary SDK components.

2.6 Your First Android Application - Hello World

●​ Creating a Project: In Android Studio, select "Create New Project," choose a template
(e.g., Empty Activity), configure project details (name, package, language), and finish.
●​ activity_main.xml: Defines the UI layout. For "Hello World," it usually contains a
TextView displaying "Hello, Android!" or "Hello World!".
●​ MainActivity.java: The main Java file for the activity. It handles the logic and lifecycle.
○​ setContentView(R.layout.activity_main); links the Java code to the XML layout.
●​ Running the App: Select a virtual device or a physical device and click the 'Run' button
in Android Studio.

2.7 Exploring the IDE (Android Studio)

●​ Integrated Development Environment (IDE): Android Studio provides a comprehensive


environment for developing Android applications.
●​ Project Structure: Key directories and files:
○​ app/: Contains the main app module.
○​ manifests/: Contains AndroidManifest.xml.
○​ java/: Contains your Java/Kotlin source code.
○​ res/ (Resources): Contains non-code resources like layouts, drawables, values
(strings, colors, dimensions).
■​ layout/: XML files defining UI layouts.
■​ drawable/: Image files or XML drawables.
■​ values/: XML files for constants, styles, and strings.
○​ assets/: For raw asset files (JSON, fonts, custom configurations).
○​ Gradle Scripts/: Contains build configuration files (build.gradle).
●​ AndroidManifest.xml:
○​ Crucial component providing essential information about the app to the Android
system.
○​ Declares the app's package name, components (activities, services, content
providers, broadcast receivers), required permissions (e.g., internet access,
camera), and hardware features.
●​ Creating a Virtual Device (AVD - Android Virtual Device):
○​ Use the AVD Manager in Android Studio to create emulators with different device
configurations (screen size, Android version, hardware features).
●​ Using Lightweight Emulator (LDPlayer9): External emulators can offer enhanced
development and testing capabilities.
●​ Testing Using a Physical Device: Connect an Android device via USB, enable
Developer Options and USB debugging on the device, and Android Studio will detect it.

2.8 Debugging your Android Application in Android Studio

●​ Overview of Debugging Tools: Android Studio provides robust debugging tools:


○​ Debugger: Allows setting breakpoints, stepping through code, inspecting variables,
and evaluating expressions.
○​ Logcat: A logging utility that displays system messages, app logs, and debug
output.
○​ Profilers: CPU Profiler, Memory Profiler, Network Profiler to analyze app
performance.
●​ Steps to Debug:
1.​ Set Breakpoints: Click in the gutter next to the line of code where you want
execution to pause.
2.​ Start Debugging: Click the 'Debug' icon (bug icon) in the toolbar.
3.​ Step Through Code: Use debugging controls (Step Over, Step Into, Step Out,
Resume) to navigate code execution.
4.​ Inspect Variables: View current values of variables in the 'Variables' pane.
5.​ Use Logcat: Monitor log messages for errors, warnings, and custom debug
messages.

2.9 Publishing your Android Application

●​ Important Terms:
○​ APK (Android Package Kit): The package file format used by Android for
distribution and installation of mobile apps.
○​ Keystore: A secure binary file that contains a set of private keys. It's used to sign
your app for distribution.
○​ Digital Certificate: Verifies the authenticity and integrity of your app.
●​ Steps in Publishing:
1.​ Generate Signed APK/App Bundle: In Android Studio, go to Build > Generate
Signed Bundle / APK.
2.​ Select 'APK' or 'Android App Bundle': Choose the desired output format.
3.​ Create New Keystore (if needed): Provide location, password, alias, and key
password.
4.​ Select Existing Keystore: If you have one, choose the .jks file, enter passwords,
and select the key alias.
5.​ Select Build Type: Choose 'release' for publishing.
6.​ Upload to Google Play Console: Register as a developer, create an app listing,
upload the signed APK/App Bundle, configure store listing details, set pricing and
distribution, and publish.

Chapter 3: Using Activities, Fragments and Intents in Android


3.1 Introduction

●​ Activities, Fragments, and Intents are fundamental components for building interactive
and dynamic Android applications. They define the user interface, manage UI lifecycles,
and facilitate communication between different parts of an app and with other apps.

3.2 Working with Activities

●​ What is an Activity? An Activity represents a single screen with a user interface,


allowing users to interact with the application. For example, an email app might have one
activity for showing a list of new emails, another activity for composing an email, and
another for reading emails.
●​ Creating an Activity:
○​ Typically involves creating a Java/Kotlin class that extends AppCompatActivity (or
Activity).
○​ Associate it with a layout XML file using setContentView().
○​ Declare the activity in AndroidManifest.xml.
●​ Understanding Activity Class: The Activity class is a core component. It provides
methods for managing the activity's lifecycle and handling user interactions.
●​ Activity Lifecycle: The sequence of callbacks that an activity goes through from its
creation to its destruction. Understanding these states is crucial for managing resources
and maintaining a good user experience.
○​ onCreate(): Called when the activity is first created. This is where you initialize most
of your static UI, bind data, etc.
○​ onStart(): Called when the activity becomes visible to the user.
○​ onResume(): Called when the activity will start interacting with the user. The activity
is at the top of the activity stack, and captures all user input.
○​ onPause(): Called when the system is about to resume a previous activity or
another activity is going to be resumed. This is typically where you save unsaved
changes, stop animations, etc.
○​ onStop(): Called when the activity is no longer visible to the user.
○​ onDestroy(): Called before the activity is destroyed. This is the final cleanup.
○​ onRestart(): Called when the activity has been stopped and is about to be started
again.

3.3 Using Intents

●​ What is an Intent? An Intent is a messaging object you can use to request an action from
another app component. Intents facilitate communication between Activities, Services,
and Broadcast Receivers.
●​ Features and Functionalities:
○​ Component Activation: Starting an Activity, Service, or sending a Broadcast.
○​ Data Passing: Carrying data between components.
●​ Types of Intents:
○​ Explicit Intents: Specify the target component by its fully qualified class name.
Used for starting components within the same application.
■​ Intent intent = new Intent(this, TargetActivity.class);
■​ startActivity(intent);
○​ Implicit Intents: Declare a general action to be performed, and the Android system
finds a suitable component to handle it. Used for starting components in other
applications or for actions that can be handled by multiple apps.
■​ Intent intent = new Intent(Intent.ACTION_VIEW,
Uri.parse("http://www.google.com"));
■​ startActivity(intent);
●​ Intent Filters: XML elements in AndroidManifest.xml that declare the capabilities of an
app component (e.g., an Activity) and the types of Intents it can respond to.
●​ Passing Data with Intents: Data can be passed using putExtra() methods (e.g.,
intent.putExtra("key", value)). The receiving activity retrieves data using
getIntent().get<Type>Extra("key").
●​ Using the Intent Object to Invoke Built-in Applications: Implicit intents are commonly
used to invoke built-in apps like the dialer, browser, map, camera, or email client.
○​ Example (Dialer):​
Intent dialIntent = new Intent(Intent.ACTION_DIAL,
Uri.parse("tel:1234567890"));​
startActivity(dialIntent);​

3.4 Fragments

●​ What is a Fragment? A Fragment represents a behavior or a portion of user interface in


an Activity. You can combine multiple fragments in a single activity to build a multi-pane UI
and reuse a fragment in multiple activities.
●​ Features and Benefits:
○​ Modularity: Encapsulates UI and behavior into reusable modules.
○​ Flexibility: Allows adapting UI for different screen sizes (e.g., tablets vs. phones).
○​ Reusability: Can be used in multiple activities.
○​ Lifecycle Integration: Has its own lifecycle that is tied to the parent activity's
lifecycle.
●​ Fragment Lifecycle: Similar to Activity lifecycle, with additional callbacks: onAttach(),
onCreate(), onCreateView(), onViewCreated(), onActivityCreated(), onStart(),
onResume(), onPause(), onStop(), onDestroyView(), onDestroy(), onDetach().
●​ Implementing Fragments:
○​ Create a Java/Kotlin class that extends Fragment.
○​ Override onCreateView() to inflate the fragment's UI from an XML layout.
○​ Add the fragment to an activity's layout using XML (<fragment>) or dynamically
using FragmentManager and FragmentTransaction.

3.5 Understanding the Back Stack in Android & 3.6 Managing Activity Navigation
and Back Stack

●​ Back Stack: Android maintains a "back stack" of activities. When a new activity starts, it's
pushed onto the stack. Pressing the Back button pops the current activity from the stack,
and the previous activity resumes.
●​ Task: A collection of activities that the user interacts with when performing a certain job.
The activities are arranged in a stack (the back stack).
●​ Navigation: Intents are used to navigate between activities. The back stack ensures that
the user can navigate backward through their previous tasks and activities.
●​ Managing Back Stack: Developers can manipulate the back stack using flags in Intents
(e.g., FLAG_ACTIVITY_CLEAR_TOP, FLAG_ACTIVITY_NEW_TASK) or by calling
finish() on activities.

3.7 Implementing a New Activity Using Explicit Intent, Implicit Intent and Content
Provider

●​ This section likely details practical examples of using these components together, such
as:
○​ Starting a new activity within the same app using an Explicit Intent.
○​ Launching another app (e.g., phone dialer) using an Implicit Intent.
○​ Accessing data from built-in apps (e.g., contacts or SMS) using a Content
Provider. (More details on Content Providers will be in Unit IV, Chapter 9).
I will continue with the notes for Unit II, Unit III, and Unit IV in the next turns. Let me know if you
want any specific section explained in more detail! Here are the notes for Unit II of your "Mobile
Application Development" syllabus.

Unit II: Working with the User Interface Using Views


Chapter 4: Understanding The Android User Interface
4.1 Introduction

●​ An Android activity serves as the means for users to interact with the application.
●​ An activity itself does not have a presence on the screen; instead, it utilizes Views and
ViewGroups to render the screen.
●​ This chapter explains how to create the user interface using XML layout files and
programmatically, and how to manage screen orientation changes.

4.2 Compilation Process of XML Layout Files in Android


●​ The Android application's user interface (UI) is typically defined using XML layout files,
which may contain widgets like buttons, labels, textboxes, and layout containers.
●​ When an Android app is compiled, these XML layout files are processed and converted
into a binary format that the Android system can efficiently parse and render.

4.3 Understanding the Components of a Screen

The Android UI is built using a hierarchical structure of Views and ViewGroups:


●​ 4.3.1 View:
○​ Definition: A View is the basic building block for user interface components in
Android. It represents a rectangular area on the screen and is responsible for
drawing itself and handling events.
○​ Common Subclasses: Widgets like TextView, EditText, Button, ImageView,
ProgressBar, CheckBox, RadioButton, ToggleButton, etc., all inherit from View.
○​ Attributes: Views have various attributes that control their appearance and
behavior (e.g., android:layout_width, android:layout_height, android:text,
android:id).
●​ 4.3.2 ViewGroup:
○​ Definition: A ViewGroup is an invisible container that organizes and manages the
layout of child Views and other ViewGroups. It is a subclass of View.
○​ Purpose: ViewGroups are responsible for measuring and positioning their children.
They define the layout parameters that child views can specify.
○​ Common Subclasses: Layouts like LinearLayout, RelativeLayout,
ConstraintLayout, FrameLayout, TableLayout, and ScrollView are all subclasses of
ViewGroup.
●​ 4.3.3 Layouts:
○​ Layouts are ViewGroup subclasses that define the structure and arrangement of UI
elements on the screen.
○​ 4.3.3.1 Linear Layout:
■​ Description: Arranges elements in a single row (horizontally) or a single
column (vertically).
■​ Attributes: android:orientation (vertical or horizontal), android:gravity,
android:layout_weight.
■​ Use Case: Ideal for simple sequential arrangements.
○​ 4.3.3.2 RelativeLayout:
■​ Description: Positions child views relative to each other or relative to the
parent layout's edges.
■​ Attributes: android:layout_above, android:layout_below,
android:layout_toLeftOf, android:layout_toRightOf,
android:layout_alignParentTop, android:layout_centerInParent, etc..
■​ Use Case: Complex layouts where elements need to be aligned relative to
others.
○​ 4.3.3.3 Constraint Layout:
■​ Description: A flexible layout system that allows you to define the position
and size of any widget based on its relationships (constraints) to other
widgets or the parent layout.
■​ Advantages: Flat view hierarchy, good for complex UIs, and improved
performance.
■​ Use Case: Recommended for most new layouts due to its flexibility and
performance benefits.
○​ 4.3.3.4 Frame Layout:
■​ Description: Designed to block out an area on the screen to display a single
item. Child views are drawn in a stack, one on top of the other.
■​ Use Case: When you need to overlap views, like for image galleries or
splash screens.
○​ 4.3.3.5 Table Layout:
■​ Description: Arranges elements into rows and columns, similar to an HTML
table. Each row is a TableRow ViewGroup.
■​ Use Case: For displaying data in a grid-like format.
○​ 4.3.3.6 Scroll View:
■​ Description: A ViewGroup that allows the user to scroll through the contents
(a single child View or ViewGroup) when it is larger than the screen.
■​ Types: ScrollView (vertical scrolling) and HorizontalScrollView (horizontal
scrolling).
■​ Use Case: To display content that exceeds the screen size.

4.4 Adapting to Display Orientation

●​ Display Orientation: Refers to whether the device is in portrait (vertical) or landscape


(horizontal) mode.
●​ 4.4.1 Anchoring Views:
○​ To ensure views remain in place relative to the screen edges or other views, you
can use layout attributes like android:layout_alignParentTop,
android:layout_alignParentBottom, android:layout_alignParentLeft,
android:layout_alignParentRight, and android:layout_centerInParent.
●​ 4.4.2 Resizing and Repositioning Views:
○​ Using match_parent or wrap_content for layout_width and layout_height helps
views adapt to available space.
○​ layout_weight in LinearLayout allows distributing space proportionally.
●​ 4.4.3 Creating Separate Layouts for Different Orientations:
○​ Android allows you to provide different layout XML files for different screen
orientations.
○​ Create a layout-land folder (for landscape) alongside the default layout folder (for
portrait) in your res directory.
○​ The system automatically loads the appropriate layout based on the device's
current orientation.

4.5 Managing Changes To Screen Orientation

●​ 4.5.1 What Happens to an Activity's State When Orientation Changes?


○​ By default, when a device's orientation changes, the current activity is destroyed
and recreated. This means its lifecycle methods (onDestroy(), onCreate()) are
called again.
○​ This behavior can lead to loss of transient UI state (e.g., text entered in an EditText)
if not handled properly.
●​ 4.5.2 Persisting State Information during Changes in Configuration:
○​ To preserve UI state, you can override onSaveInstanceState() to save data into a
Bundle object.
○​ This Bundle is then passed to onCreate() (if recreated) or onRestoreInstanceState()
(if the activity was previously destroyed but recreated) to restore the state.
●​ 4.5.3 Detecting Orientation Changes:
○​ You can detect orientation changes by overriding onConfigurationChanged()
method in your activity and declaring
android:configChanges="orientation|screenSize" in the AndroidManifest.xml for that
activity. This prevents the activity from being recreated.
●​ 4.5.4 Controlling the Orientation of the Activity:
○​ You can explicitly set an activity's orientation in the AndroidManifest.xml using
android:screenOrientation attribute (e.g., portrait, landscape, sensorPortrait,
sensorLandscape, fullSensor).

4.6 Utilizing The Action Bar

●​ Action Bar (now often referred to as App Bar/Toolbar): A prominent bar at the top of
an activity's screen that provides consistent navigation and actions across the application.
●​ Features: Displays the app icon, title, navigation modes (e.g., tabs, dropdown lists), and
action items (buttons for common actions).
●​ 4.6.1 Creating an ActionBar:
○​ In modern Android development, Toolbar is commonly used instead of the
traditional ActionBar for more flexibility. You can add a Toolbar to your layout XML.
○​ To make it act as an ActionBar, call setSupportActionBar(toolbar) in your Activity's
onCreate() method.
●​ 4.6.2 Adding Action Items to the Action Bar:
○​ Action items are defined in an XML menu resource file (e.g.,
res/menu/main_menu.xml).
○​ Override onCreateOptionsMenu() in your Activity to inflate this menu.
○​ Override onOptionsItemSelected() to handle clicks on the action items.

4.7 Creating The User Interface Programmatically

●​ While XML layouts are standard, you can also build the UI entirely through Java/Kotlin
code.
●​ This involves creating View and ViewGroup objects programmatically, setting their
properties, and adding them to the activity's content view.
●​ Advantages: More dynamic control, especially for complex or custom views that might
change frequently.
●​ Disadvantages: Less readable, harder to visualize, and maintain for complex layouts
compared to XML.

4.8 Listening For UI Notifications

●​ UI notifications refer to events triggered by user interactions with UI elements (e.g., button
clicks, text changes, item selections).
●​ 4.8.1 Listening for UI Notifications at the Activity Level:
○​ You can implement listener interfaces (e.g., OnClickListener, OnLongClickListener)
in your Activity and assign them to UI components.
●​ 4.8.2 Registering Views for Notifications:
○​ Get a reference to the UI component using findViewById().
○​ Call methods like setOnClickListener() on the component, passing an
implementation of the listener interface (often an anonymous inner class or a
lambda expression).
○​ Example for a Button:​
Button myButton = findViewById(R.id.my_button);​
myButton.setOnClickListener(new View.OnClickListener() {​
@Override​
public void onClick(View v) {​
// Handle button click​
}​
});​

Chapter 5: Designing User Interface with Views


5.1 Introduction

●​ 5.1.1 View Attributes in Android:


○​ Views have various attributes that define their appearance, behavior, and layout
properties. These attributes are crucial for designing user interfaces.
●​ 5.1.2 Defining View Attributes in XML Layout Files:
○​ The most common way to define attributes is in XML layout files using the android:
namespace (e.g., android:text, android:layout_width).
●​ 5.1.3 Setting Attributes Programmatically:
○​ Attributes can also be set in Java/Kotlin code using corresponding setter methods
(e.g., setText(), setLayoutParams()).
●​ 5.1.4 Common Attributes for All Views:
○​ android:id: Unique identifier for the view.
○​ android:layout_width, android:layout_height: Specifies the width and height
(match_parent, wrap_content, or specific dimensions).
○​ android:padding, android:paddingLeft, etc.: Inner spacing.
○​ android:layout_margin, android:layout_marginLeft, etc.: Outer spacing.
○​ android:background: Background color or drawable.
○​ android:visibility: Controls whether the view is visible (visible, invisible, gone).

5.2 Using Basic Views

These are fundamental UI widgets:


●​ 5.2.1 TextView:
○​ Displays static text.
○​ Attributes: android:text, android:textColor, android:textSize, android:textStyle.
●​ 5.2.2 EditText View:
○​ Allows users to input and edit text.
○​ Attributes: android:hint, android:inputType (text, number, email, password, etc.),
android:maxLines.
●​ 5.2.3 Button:
○​ A push-button that can be clicked by the user.
○​ Handles OnClickListener events.
●​ 5.2.4 ImageButton:
○​ A button that displays an image instead of text.
○​ Attributes: android:src (for the image drawable).
●​ 5.2.5 CheckBox:
○​ A two-state button that can be either checked or unchecked.
○​ Useful for multiple selections.
●​ 5.2.6 ToggleButton:
○​ A two-state button with a light indicator, used for on/off states.
●​ 5.2.7 RadioButton:
○​ A two-state button, part of a RadioGroup, where only one radio button can be
selected at a time within that group.
●​ 5.2.8 ProgressBar:
○​ Indicates progress of an operation. Can be determinate (shows specific progress)
or indeterminate (shows ongoing activity).
○​ Styles: android:progressBarStyleLarge, android:progressBarStyleHorizontal.
●​ 5.2.9 AutoCompleteTextView:
○​ An EditText that automatically displays completion suggestions while the user is
typing.
○​ Requires an Adapter (e.g., ArrayAdapter) to provide suggestions.

5.3 Using Picker Views

●​ 5.3.1 Date Picker:


○​ Allows users to select a date (month, day, year).
○​ Often used within a DialogFragment for better user experience.
●​ 5.3.2 TimePicker:
○​ Allows users to select a time (hour, minute, AM/PM).
○​ Also often used within a DialogFragment.
●​ 5.3.3 NumberPicker:
○​ Allows users to select a number from a predefined range.

5.4 Using List Views to Display Long Lists

●​ 5.4.1 ListView:
○​ Displays a scrollable list of items.
○​ Items are populated by an Adapter (e.g., ArrayAdapter, SimpleAdapter,
BaseAdapter).
○​ Older component, often replaced by RecyclerView.
●​ 5.4.2 RecyclerView:
○​ A more advanced and flexible version of ListView for displaying large sets of data.
○​ Provides better performance through view recycling and layout managers.
○​ Requires a LayoutManager, an Adapter, and ViewHolder pattern.
●​ 5.4.3 SpinnerView (Spinner):
○​ Provides a quick way to select one value from a set.
○​ When touched, it displays a dropdown list of options.
○​ Also uses an Adapter.

5.5 Understanding Specialized Fragments

●​ 5.5.1 Using a ListFragment:


○​ A fragment that hosts a ListView and manages its adapter. Simplifies displaying lists
within a fragment.
●​ 5.5.2 Using a DialogFragment:
○​ A fragment that displays a dialog window. This is the recommended way to create
dialogs in Android as it handles lifecycle properly and integrates with the fragment
back stack.
●​ 5.5.3 Using a Preference Fragment:
○​ A fragment that displays a hierarchy of Preference objects as a list, allowing users
to configure settings. Useful for creating app settings screens.

5.6 Using Image Views to Display Pictures

●​ 5.6.1 Using ImageView:


○​ Displays an image (drawable, bitmap) on the screen.
○​ Attributes: android:src, android:scaleType (control how the image is scaled or
positioned).
●​ 5.6.2 Using GridView:
○​ Displays items in a two-dimensional, scrollable grid.
○​ Also uses an Adapter to provide data.
●​ 5.6.3 Using ImageSwitcher:
○​ A ViewSwitcher that animates between two images. Useful for image galleries.

5.7 Using Menus With Views

●​ Menus: Provide a way to present options and actions to users.


○​ Options Menu: Primary menu for an activity, usually displayed in the
ActionBar/Toolbar.
○​ Context Menu (Contextual Action Bar): Appears when a user performs a
long-press on a view.
○​ PopupMenu: A small menu that anchors to a view.
●​ Menus are defined in XML resource files (res/menu/).

5.8 Using WebView

●​ WebView: A View that displays web pages. It's essentially a mini web browser embedded
within your Android app.
●​ Use Cases: Displaying online content, HTML files stored locally, or integrating web-based
services directly into the app.
●​ Key methods: loadUrl("http://example.com"), getSettings().setJavaScriptEnabled(true).
You often need to set a WebViewClient to handle link clicks within the WebView itself.

5.9 Data Persistence


Methods for storing application data:
●​ 5.9.1 Saving and Loading User Preferences (Shared Preferences):
○​ Description: SharedPreferences is used for storing private primitive data
(booleans, floats, ints, longs, strings) in key-value pairs.
○​ Use Case: User settings, small amounts of data.
○​ How it works: Data is stored in XML files within the app's private directory.
●​ 5.9.2 Persisting Data to Files (Internal and External Storage):
○​ Internal Storage:
■​ Description: Stores private data directly on the device's internal memory.
Files are isolated to the app and automatically deleted when the app is
uninstalled.
■​ Use Case: Sensitive data, app-specific data.
■​ Methods: openFileInput(), openFileOutput().
○​ External Storage (SD Card):
■​ Description: Provides shared storage that can be accessed by other apps
and the user. Files persist even after app uninstallation.
■​ Use Case: Large files, files meant to be shared (photos, documents).
■​ Permissions: Requires READ_EXTERNAL_STORAGE and
WRITE_EXTERNAL_STORAGE permissions in AndroidManifest.xml (and
runtime permission requests for Android 6.0+).
●​ 5.9.3 Creating and Using Databases (SQLite):
○​ Description: Android provides built-in support for SQLite, a lightweight relational
database.
○​ Use Case: Structured data storage, complex data sets.
○​ How it works: You use classes like SQLiteOpenHelper to manage database
creation and versioning, and SQLiteDatabase to perform CRUD operations (Create,
Read, Update, Delete) using SQL queries.

5.10 Sample Applications

This section lists practical application examples to reinforce learned concepts:


●​ 5.10.1 Developing a Login Window Using UI Controls: Demonstrates using EditText
for username/password, Button for login.
●​ 5.10.2 Developing Login Window and Validating User Credentials: Adds logic to
check username/password.
●​ 5.10.3 Creating an UI with All Views: Combines various basic UI views to show their
usage.
●​ 5.10.4 Creating an Application with a Custom Designed Opening Screen: Involves
custom layouts or themes for a unique splash screen.
I will proceed with the notes for Unit III and Unit IV in the next turns. Let me know if you need
more details on any specific topic! Here are the notes for Unit III and Unit IV of your "Mobile
Application Development" syllabus.

Unit III: Designing User Interface (Sudoku Game app)


Chapter 6: Designing User Interface (Sudoku Game app)
6.1 Introduction & 6.2 Understanding Sudoku Game

●​ This chapter likely focuses on applying UI design principles and Android components by
building a practical example: a Sudoku game application.
●​ Understanding the Sudoku game logic (rules, grid structure, number placement) is
essential before designing its UI.

6.3 Designing by Declaration

●​ Designing by Declaration: Refers to defining your UI using XML layout files. This is the
standard and recommended approach in Android, allowing for a clear separation of UI
design from application logic.
●​ XML layouts are declarative, meaning you describe what the UI should look like, rather
than how to draw it step-by-step (which would be programmatic UI creation).

6.4 Creating the Opening Screen

●​ The "opening screen" (often a splash screen or main menu) is the first impression of your
app.
●​ It typically involves designing a visually appealing layout with elements like ImageView for
logos, TextView for titles, and Buttons for navigation (e.g., "New Game," "Continue,"
"About," "Exit").
●​ Consider using appropriate layouts (ConstraintLayout, LinearLayout) to arrange these
elements effectively.

6.5 Using Alternate Resources

●​ Alternate Resources: Android allows you to provide different resources (layouts,


drawables, strings, dimensions) based on device configurations like screen orientation,
screen size, language, or density. This ensures your app adapts well to various devices.
●​ 6.5.1 Using ScrollView:
○​ If the content on a screen (e.g., instructions for Sudoku) might exceed the display
size, a ScrollView is used to make it scrollable, preventing content truncation.
●​ 6.5.2 Using Different Layout for Landscape Mode:
○​ For a Sudoku game, the layout might need to change significantly when the device
rotates from portrait to landscape to optimize space.
○​ This is achieved by creating a separate layout file in the res/layout-land directory
(e.g., activity_main.xml in layout/ for portrait and activity_main.xml in layout-land/ for
landscape). Android automatically picks the correct one.

6.6 Implementing an About Box

●​ About Box: A common feature in applications that displays information about the app,
such as its version, developers, copyright details, and perhaps a link to a website or
privacy policy.
●​ Implementation: Typically created as a DialogFragment or a new Activity that displays a
simple layout with TextViews containing the relevant information.
6.7 Applying a Theme

●​ Themes: A style applied to an entire Activity or application. A theme modifies the look of
all views within it.
●​ Themes are defined in XML (e.g., styles.xml or themes.xml) and can specify colors, fonts,
default widget styles, and window characteristics (e.g., no title bar).
●​ Applying a theme ensures consistent styling across your app.

6.8 Adding a Menu

●​ Menus: Provide users with access to actions and options within an activity.
●​ Types:
○​ Options Menu: The primary collection of menu items for an activity, usually
displayed in the App Bar (Toolbar).
○​ Context Menu: Appears when the user performs a long-press on an item.
○​ PopupMenu: A modal menu that appears anchored to a specific View.
●​ Implementation: Menus are typically defined in XML files in res/menu/. You inflate these
menus in your Activity's onCreateOptionsMenu() method and handle item clicks in
onOptionsItemSelected().

6.9 Adding Settings

●​ Settings Screen: Allows users to customize the app's behavior (e.g., sound on/off,
difficulty level in Sudoku).
●​ Implementation: Often created using PreferenceFragmentCompat (from AndroidX) or
PreferenceActivity, which display a hierarchy of Preference objects (e.g.,
CheckBoxPreference, ListPreference, EditTextPreference).
●​ SharedPreferences are commonly used to store the user's selected settings.

6.10 Debugging

●​ Debugging: The process of identifying and fixing errors or bugs in your application.
●​ 6.10.1 Debugging with Log Messages:
○​ Logcat: Android's logging system, where you can print messages from your code
using Log class methods (e.g., Log.d("TAG", "Debug message"), Log.e("TAG",
"Error message")).
○​ This helps trace the execution flow and inspect variable values at runtime.
●​ 6.10.2 Debugging with Debugger:
○​ Android Studio Debugger: Allows you to pause the execution of your app at
specific points (breakpoints), step through code line by line, inspect variables, and
evaluate expressions.
○​ Essential for finding complex logic errors.

Unit IV: Advanced Concepts


Chapter 7: SMS Messaging, Email and Location based Services
7.1 SMS Messaging

●​ SMS (Short Message Service): A text messaging service that allows mobile devices to
exchange short text messages.
●​ Basic Steps to Send SMS in Android:
1.​ Add Permission: Declare SEND_SMS permission in AndroidManifest.xml.
2.​ Request Runtime Permission: For Android 6.0 (API 23) and above, request
SEND_SMS permission from the user at runtime.
3.​ Use SmsManager: Get an instance of SmsManager (SmsManager.getDefault()).
4.​ Send Message: Call smsManager.sendTextMessage() with the recipient's phone
number and the message content.
○​ Example Code Structure (conceptual):​
// In AndroidManifest.xml​
<uses-permission android:name="android.permission.SEND_SMS"
/>​

// In Activity (with runtime permission handling)​
SmsManager smsManager = SmsManager.getDefault();​
smsManager.sendTextMessage(phoneNumber, null, message, null,
null);​

7.2 Sending Email

●​ Android allows apps to send emails by leveraging built-in email clients or web services.
●​ Basic Steps to Send an Email:
1.​ Create an Intent: Use an implicit intent with Intent.ACTION_SEND or
Intent.ACTION_SENDTO.
2.​ Set Data and Type: Set the recipient, subject, and body using putExtra() methods
(e.g., intent.putExtra(Intent.EXTRA_EMAIL, new
String[]{"recipient@example.com"}), intent.putExtra(Intent.EXTRA_SUBJECT,
"Subject"), intent.putExtra(Intent.EXTRA_TEXT, "Message body")).
3.​ Start Activity: Call startActivity(intent) or startActivity(Intent.createChooser(intent,
"Send Email...")) to let the user choose an email app.

7.3 Location-Based Services (LBS)

●​ Location-Based Services: Enable applications to provide functionalities based on the


user's geographical location (e.g., navigation, geotagging, location-based notifications).
●​ Permissions: Require location permissions (ACCESS_FINE_LOCATION,
ACCESS_COARSE_LOCATION) in AndroidManifest.xml and runtime permission
requests.
●​ 7.3.1 Displaying Maps:
○​ Typically involves integrating with Google Maps API (Google Maps SDK for
Android).
○​ Requires a Google API key and adding map dependencies to your Gradle file.
○​ You use SupportMapFragment or MapView to display maps in your layout.
●​ 7.3.2 Getting Location Data:
○​ LocationManager (deprecated for new apps): Provides access to system
location services.
○​ Fused Location Provider API (from Google Play Services): Recommended for
modern apps. It is more power-efficient and provides a simple API for getting
location updates.
○​ You register for location updates and receive Location objects containing latitude,
longitude, altitude, speed, etc.
●​ 7.3.3 Monitoring a Location:
○​ Involves continuously receiving location updates, often used for tracking,
geofencing, or navigation.
○​ Requires careful management of battery usage and background permissions.

Chapter 8: Putting SQL to Work


8.1 Introduction to SQLite

●​ What is SQLite? SQLite is a lightweight, serverless, self-contained, high-reliability,


full-featured relational database management system (RDBMS).
●​ Features of SQLite:
○​ Serverless: No separate server process is needed.
○​ Self-contained: The entire database is stored in a single file.
○​ Zero-configuration: No setup or administration needed.
○​ Transactional: All changes are atomic, consistent, isolated, and durable (ACID
compliant).
○​ Small footprint: Very small library size.
●​ Common Applications of SQLite Database:
○​ Embedded systems, mobile devices (Android, iOS), web browsers, desktop
applications.
●​ SQLite in Android: Android provides built-in support for SQLite databases for local data
storage.
●​ Advantages and Disadvantages of SQLite:
○​ Advantages: Easy to use, no server setup, fast for local access, reliable, small.
○​ Disadvantages: Not suitable for large-scale, concurrent multi-user access (like
client-server databases), limited data types compared to enterprise databases.

8.2 In and Out of SQLite & 8.3 Hello, Database

●​ Creating a Database:
○​ You typically use the SQLiteOpenHelper class to manage database creation and
versioning.
○​ Override onCreate() to create tables with SQL CREATE TABLE statements.
○​ Override onUpgrade() to handle database schema changes.
●​ Performing CRUD Operations (Create, Read, Update, Delete):
○​ Insert: Use SQLiteDatabase.insert() method or raw SQL INSERT statements.
ContentValues is often used to put data in key-value pairs for insertion.
○​ Query (Read): Use SQLiteDatabase.query() method or raw SQL SELECT
statements. Results are returned in a Cursor object, which allows you to iterate over
rows and columns.
○​ Update: Use SQLiteDatabase.update() method.
○​ Delete: Use SQLiteDatabase.delete() method.
●​ Cursor: An interface that provides random read-write access to the result set returned by
a database query. It's the primary way to read data from a SQLite database in Android.

8.4 Data Binding

●​ Data Binding: An Android Jetpack library that allows you to bind UI components in your
layouts directly to data sources in a declarative format rather than programmatically.
●​ Advantages:
○​ Reduces boilerplate code: No more findViewById() calls.
○​ Improved performance: Direct binding can be faster than traditional UI updates.
○​ Better readability: Layouts express data dependencies more clearly.
○​ Lifecycle awareness: Data binding can be lifecycle-aware, automatically updating
UI when data changes.
●​ How it works:
○​ Enable data binding in your module's build.gradle.
○​ Wrap your layout XML with <layout> tags.
○​ Declare variables (e.g., ViewModel) in the <data> section of your layout.
○​ Bind UI component attributes to data using @{} syntax (e.g.,
android:text="@{viewModel.userName}").
○​ In your Activity/Fragment, get the binding object using
DataBindingUtil.setContentView() or ActivityMainBinding.inflate().
○​ Set the LifecycleOwner to make the binding lifecycle-aware
(binding.setLifecycleOwner(this)).

Chapter 9: Content Providers


9.1 Content Providers

●​ Definition: Content providers are components that supply data from one application to
others on request. They act as a standardized interface for sharing a structured set of
data.
●​ Purpose: To encapsulate access to a data repository (like a SQLite database, files, or
network data) and provide a consistent way for other applications to query, insert, update,
or delete data, while also handling security.

9.2 Features of Content Provider

●​ Data Sharing: Enables secure data sharing between applications.


●​ Abstract Layer: Provides an abstraction layer over the actual data storage mechanism.
●​ Permissions: Allows enforcing granular permissions for data access.
●​ Standardized Access: Uses a URI (Uniform Resource Identifier) scheme for identifying
data.
●​ Cross-Process Communication: Handles inter-process communication for data
exchange.

9.3 Advantages and Disadvantages of Content Provider

●​ Advantages:
○​ Secure Data Sharing: Controlled access to data.
○​ Data Abstraction: Client apps don't need to know the underlying storage details.
○​ Standardized Interface: Consistent way to interact with various data sources.
○​ Centralized Data Management: Simplifies managing shared data.
●​ Disadvantages:
○​ Complexity: Can be complex to implement for simple data sharing.
○​ Performance Overhead: May introduce slight overhead compared to direct data
access.

9.4 Content Provider URI

●​ URI (Uniform Resource Identifier): A string that identifies a resource. For content
providers, the URI points to the specific data (e.g., content://contacts/people).
●​ Structure: content:// + authority + path + id (optional).
○​ authority: Uniquely identifies the content provider (e.g., contacts).
○​ path: Indicates the type of data within the provider (e.g., people, phones).
○​ id: Optional, identifies a specific record.

9.5 Content Resolver

●​ Content Resolver: An object that handles communication with content providers. Client
applications use a ContentResolver to interact with any content provider.
●​ It provides methods like query(), insert(), update(), and delete() that delegate to the
content provider identified by the URI.

9.6 Content Values

●​ ContentValues: A class used to store a set of values that the ContentResolver can
process. It's similar to a HashMap and is used for insert() and update() operations to map
column names to new values.

9.7 Cursor

●​ Cursor: An interface that provides random read-write access to the result set returned by
a database query. When a ContentResolver queries a content provider, the results are
returned in a Cursor object. You use Cursor methods to iterate through rows and retrieve
data from columns.

9.8 Permissions in Content Providers

●​ Content providers use Android's permission system to control access to data.


●​ Permissions are declared in AndroidManifest.xml (e.g., READ_CONTACTS,
WRITE_CONTACTS).
●​ For sensitive data, runtime permissions must also be requested from the user on Android
6.0+.

9.9 Using Android Built-in Content Providers

●​ Android provides several built-in content providers for common data types like Contacts,
Call Log, SMS/MMS, Calendar, and MediaStore.
●​ You can access this data from your app using a ContentResolver and the appropriate
URIs and permissions.
●​ Example (Reading Contacts):
1.​ Add <uses-permission android:name="android.permission.READ_CONTACTS" />
to AndroidManifest.xml.
2.​ Request permission at runtime.
3.​ Use getContentResolver().query(ContactsContract.Contacts.CONTENT_URI, ...) to
retrieve contact data.

9.10 Creating Your Own Content Provider (Custom Content Provider)

●​ Steps:
1.​ Extend ContentProvider class: Override methods like onCreate(), query(),
insert(), update(), delete(), getType().
2.​ Define Authority and URIs: Create a unique authority string and define URI paths
using UriMatcher.
3.​ Implement CRUD logic: Write the actual data access logic within the overridden
methods.
4.​ Declare in Manifest: Add <provider> tag in AndroidManifest.xml with authority,
name, and permissions.

Chapter 10: Networking & Creating Services


10.1 Introduction to Networking

●​ Networking in Android enables applications to interact with the broader digital landscape
by connecting to the internet and communicating with remote servers.
●​ Beyond SMS and emails, apps connect to the outside world through wireless networks for
data exchange.

10.2 Consuming Web Services Using HTTP

●​ Web Services: Software systems designed to enable communication and data exchange
between different applications or systems over a network, typically using standard
protocols like HTTP.
●​ Importance in Mobile Apps:
○​ Data Retrieval: Fetching dynamic data (news, weather, social feeds).
○​ Data Submission: Sending user-generated content (posts, orders).
○​ Backend Integration: Connecting to powerful backend servers for complex
operations.
○​ Real-time Updates: Getting live information.
●​ Basic Steps in Consuming Web Services Using HTTP:
1.​ Add Internet Permission: Declare android.permission.INTERNET in
AndroidManifest.xml.
2.​ Perform Network Operations Off Main Thread: Use AsyncTask (deprecated, but
the concept of background threading is key), Thread, or modern alternatives like
Kotlin Coroutines or RxJava for network requests to avoid freezing the UI.
3.​ Establish Connection: Use HttpURLConnection or third-party libraries (e.g.,
OkHttp, Retrofit) to send HTTP requests (GET, POST, PUT, DELETE).
4.​ Process Response: Read the response stream (JSON, XML, plain text) from the
server.
●​ 10.2.3 Downloading Text & 10.2.4 Downloading Image:
○​ Involves establishing an HTTP connection, reading data from an InputStream, and
then parsing it as text or decoding it into a Bitmap for images.
●​ 10.2.5 Consuming and Parsing XML Web Services in Android:
○​ XML (Extensible Markup Language) is a common format for structured data
exchange.
○​ Parsing XML in Android can be done using APIs like XmlPullParser (for efficient
parsing) or SAXParser (for large XML documents).
●​ 10.2.6 Consuming JSON Web Services in Android:
○​ JSON (JavaScript Object Notation) is a lightweight data-interchange format, often
preferred over XML due to its simplicity.
○​ Parsing JSON in Android can be done using built-in classes (JSONObject,
JSONArray) or powerful libraries like Gson or Jackson.

10.3 Creating Your Own Services and Binding Activities to Service

●​ Services: Android components that run long-running operations in the background


without a UI. They are ideal for tasks that don't need user interaction (e.g., playing music,
downloading files, performing network calls).
●​ Types of Services:
○​ Started Service: Started by a component (e.g., Activity) and runs indefinitely in the
background. It must explicitly stop itself or be stopped by another component.
○​ Bound Service: Allows other components to bind to it, interact with it, and even
perform inter-process communication (IPC). A bound service exists only as long as
another application component is bound to it.
○​ Foreground Service: A special type of started service that performs an operation
noticeable to the user (e.g., playing music). It must display a notification to the user.
●​ Binding Activities to Services:
○​ An activity can bind to a service to interact with it directly.
○​ This involves implementing ServiceConnection and calling bindService() and
unbindService().

10.4 Understanding Threads

●​ Threads: Fundamental to concurrent programming. They are sequences of executed


instructions within a program.
●​ Main Thread (UI Thread): The single thread that handles all user interface updates and
input events in Android.
●​ Importance of Background Threads:
○​ Long-running operations (like network requests, heavy database queries, complex
calculations) must be performed on background threads.
○​ Performing such operations on the Main Thread will cause the UI to freeze (ANR -
Application Not Responding).
●​ Mechanisms for Background Processing: AsyncTask (older, deprecated), Handler,
Looper, Thread, ExecutorService, LiveData with ViewModel (for UI updates), Kotlin
Coroutines, RxJava.

10.5 Local Data Storage in Android - Read and Write Local Data, Accessing
Internal File System, Accessing SD Card

●​ This section reinforces and expands on data persistence covered in Chapter 5.


●​ Internal File System:
○​ Description: Stores private data on the device's internal memory. Files are isolated
to your app and automatically deleted when the app is uninstalled.
○​ Access: Use methods like openFileOutput() for writing and openFileInput() for
reading.
●​ Accessing SD Card (External Storage):
○​ Description: Provides shared storage accessible to other apps and the user. Files
persist beyond app uninstall.
○​ Use Cases: Storing photos, videos, downloaded documents.
○​ Permissions: Requires READ_EXTERNAL_STORAGE and
WRITE_EXTERNAL_STORAGE permissions and runtime requests for Android
6.0+.
○​ Access: Use methods like getExternalFilesDir() for app-specific external storage or
Environment.getExternalStoragePublicDirectory() for public directories.

10.6 Preparing App for Publishing, 10.7 Deploying APK Files, & 10.8 Uploading in
Market

●​ This section revisits the app publishing process discussed in Chapter 2, Section 2.9, likely
providing a summary or emphasizing key steps.
●​ Preparation: Final testing, performance optimization, security checks, preparing app
assets (icons, screenshots).
●​ Deploying APK Files: Generating the signed APK (or Android App Bundle) file which is
the distribution format for Android apps.
●​ Uploading in Market: Refers to uploading the signed app bundle to the Google Play
Console (the "market") for distribution to users. This involves setting up your app listing,
target audience, pricing, and regional availability.
I hope these detailed notes help you in your exam preparation! Good luck!

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